BrVR: Backrooms Virtual Reality cover
BrVR: Backrooms Virtual Reality screenshot
Genre: Adventure, Indie

BrVR: Backrooms Virtual Reality

V. 3.5

After last week's delayed release, we're back on time!

Revamped level 22

The lighting is much moodier now, and there's more rubble. The whole place feels a little more explorational now. The layout has remained the same though.

Added checkpoints to the tutorial

These stone pillars are now seen at the very end of the tutorial.

Increased M4 shotgun firerate
Decreased 1911 and m11 recoil

Buffed entity health

The original hound now has much more health, other entities now have a little bit more health too. Some entities remained unchanged.

Made hounds ragdoll better

The original hound, that is.

Revamped level 26

Level 26 is much darker now, with a new section added on. The key is now located in the ominous boiler room, and the door is now located in the new area. The new area is an office sort of, with floral wallpaper and office-like furniture. Very maze-like.

Added shifting walls and rooms to some levels

Level 33 now has an area where, if you go back after going forward, will enter a variation of the room you entered before. Same with a couple areas in level 0.

Reduced suitcase fling

This change really just effects the mass and the "throw" of the suitcase. It's a little less flingy. You can still clobber entities with it.

Added new signs to the hub

Revamped level 71

Level 71 now has walls. Huge change I know.

V. 3.4

After some issues with Unreal Engine we're back, but with a smaller update than normal. Just a couple of changes today.

Memory worm has less health

It used to be indestructible, then it had an insane amount of health, and now it can be killed relatively easily, still takes 20-30 shots from the 1911. It's beefy.

Added the fast smiler

Lurking in the back of level 2, the fast smiler is much faster than you can run, but has minimal health. Also, it has a more crazed smile than the other smiler.

Smiler changes

Smilers are now generally faster, but with much less health overall. This has nothing to do with the addition of the fast smiler though, this is for the normal smiley bois.

Added a "Rave Room"

In the emptu room on MEG Base Alpha's 2nd floor, there is now a color changing light with the song "Almond Milk Rave" by our discord member LunaNightZ. His name is also in the credits now. Thanks Luna!

Revamped base beta

MEG's base beta is now more full of props, plants, and all kinds of other stuff. There's even an integrated workbench like in the other outposts! The office above is also fully furnished now.

That's it for today, between Bread or Dead (our other game), a trip to Maine, and Unreal Engine issues, I haven't been able to work on BrVR a ton. However, hope you enjoy this small fun update

A slight delay

We have been having some issues with Unreal Engine, and we will try to put out the update in the next few days.

V. 3.3

Hey! We have had a suggestions channel in our discord server for a long time, and have been adding stuff from there throughout development. But, today we're adding some level suggestions that people have had recently. Probably the last level additions in a while, except for 217 which we have yet to put in and will probably be in the next update.

Level 422

A long hallway level, with ornate carpet and wallpaper. The level loops many times, but has small rooms interspersed randomly along with window entities. There's a smiler near the end of the level, and a door that leads to level 23. This level was written (and suggested) by @ms.cyrixohhh on discord. Thanks!

Level 163

The level starts on an elevator going straight up, and after a short ride you reach the top. The top itself is very purple and glowy, it has many high-rise buildings and trees for scenery. There are purple clouds in the distance and a thick fog covering everything. Jump off the buildings to enter level 11. Suggested by @niflheim on discord, as with the next two.

Level 250

Level 250 is a field of sorts, although quite bumpy. It has a lot of plant life in the way of ferns and dense grass in parts. There are two stars overlooking the level, with pulsating interiors. There's a ray of light cast by one of the stars that leads to level 39.

The mountain village

This creepy dark level is strangely peaceful. The entire level takes place in a valley, with a smaller bowl in the middle. The player spawn is at the outskirts of the bowl, and up a small hill is a house with almond water. In the middle of the bowl is another house with a neat thing inside (I'll let you guys find out what I'm talking about!) and a secret shotgun. Following the lamps, it leads to a road, and then off into a cabin to exit. There's also an expansive field outside the bowl.

Level 0 map edits

The exits to level 2 and 3 have been turned into level 1 exits. A vent has also been unblocked allowing instant passageway into the maze-like part of the level without having to go around.

V. 3.2

I've been working on some Quality of Life changes lately, to address a few issues. Not the most interesting devlog, but here's some rapid-fire changes!

Widened the tutorial entrances
Made firesalt grenades roll, they still need to be thrown underhand though
Improved weapon handling from direct grabbing
Improved pump-actions
Bound index snap turning to the trackpad, still no change for oculus as the press in to snap turn is a bug that I'm not sure how to fix, will continue trying
Tightened the bow and arrow's angle of turn when an arrow is slotted
Tightened hitboxes of the bow and arrow
Made the UMK fire slower
Improved UMK label text
Improved hot sauce label
Improved tutorial particles
Added more notebook tutorial text
turned down the flashlight noise
Added more music to the tutorial
Adjusted the voiceline volume and timing in the tutorial
Improved torch lighting
Improved spray painter text
Fixed level 27 LODs
Revamped level -5's lighting
Added walls to level -5
Made materials in level 17 better
Improved M1 Garand and M1A bolt grab noises


Phew! More of this coming soon, and some more new stuff as well.

V. 3.1

Added level 370

A pool themed level named "The skypools". A peaceful level with two houses on opposite ends. There are multiple steam baths throughout the level, with balmy steam rising from them. There aren't any entities, however a hound may be added soon.

Added the 1887 shotgun

The first 6-round shotgun in the frontrooms, but the third in the backrooms! Lever action, meaning it needs to be racked every time to be fired.

Redid the partygoer tooth mesh

The "tooth" that was once 3 cones is now a full mouth, with visceral teeth and green skin. Fits perfectly on the lil partygoer arm.

Added a nuke

Just a nuke. Nothing special. Accessed via the sandbox. Really it's just there to give you stress that the backrooms might blow up.

Added a seated play mode option

Once enabled, this option increases height by 50 centimeters. In addition, base height has been reduced by 15 centimeters due to reports of feeling tall.

Fixed hound model clipping

The hound (not the white one, the brown one) would clip through walls if you ran behind said wall while he was chasing you. This is fixed.

Fixed crane minigame

The jitteryness is gone. Yay.

Did adjustments to world scale

The base world scale to meters is now 90 instead of 115. Essentially, this makes everything look smaller but nothing actually is smaller. This is to combat the hands and items feeling too big.

Some rapid-fire changes:

Faceling on level 3 cannot be blocked by stray wooden board
Suitcases are now nonexistent on level 4
Furnaces now have no wood on the side
Partygoers are slightly slower
Stray doors can now be opened from the handle
M4A1 muzzle flash has been turned down
Enlarged weapon boxes in the tutorial
Removed the 0.2 demolition

That's all for today, hope you all enjoy the first patch after the 3.0 update!

Version 3 of BrVR (ABSOLUTELY MASSIVE)

Hello everybody! Today we release fully, and are out of early access after 1 year and 1 month. Tons of new features, bug fixes, and upgrades today! This comes after 21 major updates in the 1.0 update cycle and 68 major updates in the 2.0 update cycle. All weekly, all the time.

Before we get started, we would love you on our discord to help shape the game.
Secondly, if you're enjoying the game please leave a Steam review with your thoughts.
Thirdly and lastly, Happy birthday to Banana Cat, one of our playtesters.

Revamped the Tutorial



The tutorial is all-new. It takes place in the frontrooms now, and has a brutalist concrete feel. It has two ranges, and a setup menu all integrated into the tutorial. The last room has been shortened, and the room with the upgrade bench and crafting bench now uses the integrated workbench layout. There is now a new section titled "Know your entity" which shows wanderers four entities and how to defeat them. This took Paul and I ages to put together, I hope you enjoy the new upgrades here!

Added level 999



A starry night sky is present with asteroids all around. It's peaceful, but it seems everybody left. There are also long-abandoned houses and taller buildings that house secrets. What were they doing there? This level also is completely greyscale. The comets fly by and you stare into the sky. How could this get more peaceful?

Added Level 46

A long, windy, yet surprisingly calm desert level. This level is a giant "M" shape when you look at it from above, as you take three sharp turns to go from the start to the end. The start has a large temple and a small mountaintop ruins. It also has a large waterfall with a small rocky pond below. The ending section has an even larger sandstone temple, with extra houses where the exit door is located. There is a large oasis at the end as well, sporting tall palm trees and a large pool of water. There are also two small castle-like areas in the middle of the level that have supplies. In addition, there are many secret areas.

New entity, sand demons

These beasts hide out in Level 46 and look like facelings, but with larger limbs and no face. However, the largest difference between them and facelings is that they are completely made out of sandstone. They jump to attack you, and the jumps do a bit of initial damage + bleeding damage. They can also melee attack, but this is much rarer to see.

Avatars are now off by default

There is no checkbox to turn them on, you have to go to the frontrooms closet to turn them on now. You can also switch back to gloves only right there.

Improved grab-pulling

Pulling an object from afar (while it still only takes up the grip button) is much more like Boneworks than the original BrVR. It interpolates the rotation (as well as the position) to the hand, is slower, and has a smaller radius to actually grab the item once it's pulled.

Did accurate chambering mechanics to all weapons

Take the mag out, put it in, take it out again, put it in again, and as long as you have more than 0 ammo you won't have to pull the charging handle once. This works different for open-bolt weapons.

Added 4 new songs

These are all tracks playing on the radios around the levels. These are all synth jams with a solid beat. They are all a bit different from the classical and jazz music heard in the other levels, a welcome break. This also means there are 4 new radios in these levels, but that begs the question who put them there? Hmmm.

Added the supernova shotgun

A nice Benelli product now in-game! A solid 6-round pump shotgun that has a picatinny rail on top.

Added more animations to entities

When you approach a faceling, he will play a new alarm animation and sound! In other words, he will scream at you! Hounds, when jumping, now have a new alarm sound too, and the chance for them to jump has increased from 20% to 33%.

Added destructibles

Destructible vases, boxes, and more! Finally, players can open up the mystery "Amazon package" in level 0. Peace at last.

Added stealth

Near an entity? See him in the next room over? Might just want to keep it on the down-low if you don't have any business fighting. Sprinting will now instantly alarm entities if you are near them. This isn't the same for all entities, some hear better than others. But generally speaking, sprinting 20 meters away from them is safe.

Better partygoer balloon hit detection

Ever since version 1.3 and the dawn of partygoers in BrVR, you have been able to shoot their balloons. However, due to how projectile systems are built out, they all hit the balloons slightly differently. This is fixed, and you should be able to hit the balloons with anything now!

Full auto balloon gun

A fun weapon for arena mode. Hold down the trigger and spray death, level fun style. Possibly outlawed in The Backrooms Geneva Convention after the FUN war in level 52, but the MEG still allows use of it.

Added carrots, potatoes, and radishes

Three new fruits and vegetables! These aren't much different from the other ones in terms of nutrition though.

Added new houses to level 9

Some near the second highway, and some elsewhere. There's also some new foliage and terrain variation on that level.

Revamped the Charleston button in the snackrooms

Level 6.1, AKA the snackrooms, has never been this fun! Now pick from songs on a little UI, a simplified interface. This level has also been optimized considerably.

Replaced sandwiches

What's better than sitting down in level 0 and having a good 'ol chicken sandwich? If you said "absolutely nothing", you'd be correct. Don't be a fool and go crazy back there, have a chicken sandwich on your person for tougher times ahead.

Added the Degle .50

We are on the growing list of games that have this joke weapon. Cardboard deagle. What could be better? It does 20 damage compared to the 70 that the deagle does.

Did PBR texture changes to levels 13, 15, 17, 11, 26, 40 and 3999

Level 13's wallpaper and carpet looks better. Level 15's walls look better. Level 17 actually looks like an aircraft carrier interior. Level 11 has normals and roughness in the streets. Level 26's walls look better. Level 40's carpet and walls look better. Level 3999's tiles look better.

Renamed the M16 to the M4A1

Haha, it was named the M16 the entire time. We just completely missed this. Shame on us XD

Fixed the Chris Vector hitbox in the casino

Try to steal Casino Chris' prized possession? Now it's a smoother experience. but remember, crime never pays especially with skin-stealers.

Made Casino Chris play his own slot machine

Ever 13 seconds he reaches for a chip. Every 13 seconds he plays it. And every 13 seconds, he feels the crushing defeat come over his skin-stealer body. He lost again. Is this how it will end for Chris?

Added a "skin-stealer room service" minigame

A silly little minigame, you deliver almond water to random rooms in level 13. You win 900 dollars per almond water served.

Redid the bar 13 bartending minigame

Instead of an awkward, cartoony speech bubble, there's now a monitor that shows the order. Pretty simple change.

Added more entity sports cards

You can buy them at the Pawn Shop in level 1 and hoard them with the "save level data" feature. In the next update, the prices will go up considerably and you will be able to sell them for money. Get in on the deals now! There are 8 different cards to collect, with more on the way. There are also "wax packs" that have 10 random cards.

Added quarter life levels to the hub

Anomalous skin, Unforeseen skin, and skin complex are all available from the hub. You have to unlocked them first though, and since they're an Easter egg they aren't available in the sandbox hub.

Added BUZTELLA

If you are a very certain person you may know what this means. Inside joke.

Added new videos to the TV in the frontrooms

Some fun lil news broadcasts! These replace the old BrVR videos that were once on the TV

Added more orange and blue crates to outposts

These give higher-value loot than the standard beige crate. They also require a crate key, and those can be found in outposts. You see where I'm going here.

Added a new poster to the casino

It's for "social distancing" and it's a play on Casino Chris's animation. What a skin-stealer. Talked about him 3 times already. Stay "about this long" away from each other to stay safe from the hound virus!

The batteries stick in the ammo pouch

No more scrambling for batteries when it starts to go under 25%. They are all in your ammo pouch like everything else.

Added lamps that turn on/off via a button

These are just table lamps with simple buttons, nothing too special.

Added machines that turn on/off with buttons

In level 15, you can turn on/off the machines with two separate interactions. These machines play pipe noises and such.

Improved revolver animation

New sounds for putting in a speedloader, plus an empty speedloader now physically falls out upon it being done loading.

Added a light function to the flashlight

It sort of shows "rings" around the flashlights cone of influence. This cone is slimmer, but is much longer than before. However, it is a bit duller overall (wall hack guy reference!)

Added a working record player to the frontrooms and level 5

You can play disks, and the player has a moveable head. You can move it by pressing trigger while holding it. There is also a record player on level 5 with a different song. Real roaring 20's vibes.

Added new molotov cocktails

It's a glass bottle now, has a fire effect, and a glass break noise. The functionality is the same.

Revamped the hub

It looks a lot more like the wikidot picture! It's brighter, with more lights and lines. There are also curbs and more street markings. So much better than the old version.

Optimization of many levels

Hardcore culling, lods, and texture changes has led to better framerates for all! Less stutter, less dropped frames, and more than that, more happy people (and skin-stealers) exploring the backrooms.

Redid post-processing in the frontrooms apartment

The apartment looks better with better exposure settings and of course better color grading.

Added more furniture to level 5

More chairs, pillars, nightstands, drawers, and more. Really livens up the place in the darker areas of the lobby!

You can now upgrade the flashlight

It takes 2 batteries and a flashlight to upgrade. Once upgraded, the flashlight consumes 90 times less battery. How this is accomplished, the MEG will never know.

Added an indication that slots are full

OMG! CAN'T STORE STUFF IN MY BACKPACK. GAME BROKEN.
Not anymore! Now you know when it's your fault that the slots "aren't working". You can also know when it's the game's fault (Awww c'mon!)

Fixed recoil on the 870

Boomstick means boom, that boom includes some velocity backwards. So now instead of awkwardly turning, it actually pushes back. Crazy. (I was crazy once! They locked me in a room. A skin-stealer room with skin. Skin-stealer skin makes me crazy).

Added removable caps to almond water

A bittersweet change, but a neat realism change. Essentially, you can pull the caps off and take 10 separate drinks now.

Redid camp amber

More concrete, props, and a more grungy feel. This will continue to get more upgrades.

Added a ragdoll fling multiplier

Ragdolls can fling upward with this new optional setting. This is legitimately hilarious. It only works for humanoid entities and hounds right now.

Added a setting for watch presence on hands

You can have the watch be on both hands (default), right hand, or left hand. Pretty basic setting.

Added a setting for door picture presence

If off, door pictures will show up and so will the back section of the no-clip-o-matic doors. If on, door frames and the clock will be the only things showing. Combine this with the doorframe replacements for a neat no-clipping experience.

Revamped the cimkin rooms

Thanks cameraman. More fried chicken.

Added physical props to level 71

Boxes are physical and able to be picked up. Pretty basic change.

...

That's it!!

...

A bit of a premature statement. There are tons of smaller changes I didn't mention here. However, that's all of the major changes. It's been a wild ride for us and our fam, and a really fun one.

For reference, BRVR WILL STILL UPDATE AFTER THIS UPDATE. We will continually fix things and add new content until BrVR hits "4.0". Then we'll do smaller, less frequent (mostly quality of life) changes. We started in October of 2021, and released Early access in July of 2022. But now, we have this big date and event to remember. We would like to thank our wonderful playtesters over on our discord for finding bugs and helping out immensely.

Hope you all have a fun time with this update!

Version 3.0 Tutorial Teaser

Our weekly updates are large already, but these 3.0 changes are going to fill up pages and pages. This is a teaser video to show all of you on Steam that we're still alive!



Just a teaser ;D

WE'RE RELEASING August 15th!

Thanks to all of our good feedback and positive interactions with our wonderful community, we've grown from a showcase of janky mechanics to an actual pretty polished game. Through tireless hours of fixing bugs, and even more adding suggested and original content, we've come a long way. 68 major updates and we've added more content then any other backrooms game on Steam as of now.

So, since we think the game is up to certain standards, we're releasing full release on August 15th. This means, to take the time we need to polish every last thing for full release, we will be pausing the weekly updates until August 15th. This means a likely massive changelog for the full release.

Thank you BrVR Family for doing what you do and being awesome!

V. 2.68 (One year anniversary on Steam!)

Hello BrVRers! Yesterday was our 1 year anniversary on Steam. Thank you all for an amazing year, and amazing feedback on the game.

Added the integrated workbench

Essentially, the integrated workbench has a crafting table, upgrading bench, brewer, ammo maker, vault, and a furnace all in one! You kind find these setups at level 1's base alpha, at level 2's base, and in a couple of other isolated locations.

Improved upgrading and crafting

Upgrading now has a UI to go along with it. It shows you recipes, and has a button to upgrade instead of automatically doing it. There are also 5 new upgrades for guns you can get! Remember to save them in your vault! The upgrades are as follows: A mac-11 with a muzzle brake for better recoil management, a 1911 with full-auto, an 870 with a 9 round tube, an m4 shotgun with a full choke, and a normal 870 (upgraded from the short 870).

Added level 0.01

As part of the infinitely generated level 0, level 0.01 stands as a "chunkier" area with fatter walls and longer hallways. Everything else is the same though.

Added a new mesh for the vault

Instead of being a blue hot tub-esque device, it is now a square tub with a vault door on top and a level 0 wallpaper signifying that items no-clip out of the vault when they are spawned.

Improved the terror hotel casino

Added more than one big green button, moved some floating text, removed a stray mirror, and added some subtitles for certain things.

A lot of small bug fixes

Some with the terror hotel casino, others with shelves, and others with the level 4 ladder area.

A bonus change: due to some technical glitches we were forced to rebuild the level 28, level 1020, level 201, and level 7 landscape materials from scratch. They mostly look the same as before, but the colors may be off in some areas. In addition, some pitch-black areas may form, but those will be taken care of shortly. I haven't found any myself, but they may be out there.

Thanks to all of our OGs who have stuck it out with us since before launch, and have since been with us through this amazing year. If you would like to shape the game please join our discord, and if you're enjoying the game (or not) leave a steam review with your thoughts. Thanks for reading, goodbye.